Cinematic Platform Game: Difference between revisions
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One main way in which cinematic platformers are distinguished from other platform games is that their game mechanics and visual style have a greater degree of realism, closer to that of [[Beat'Em Up]] games than other [[Platform Game|platform games]]. Some examples of this: |
One main way in which cinematic platformers are distinguished from other platform games is that their game mechanics and visual style have a greater degree of realism, closer to that of [[Beat'Em Up]] games than other [[Platform Game|platform games]]. Some examples of this: |
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* Human characters will have realistic proportions, unlike the [[Super-Deformed]] characters in (for example) [[Super Mario Bros]]. |
* Human characters will have realistic proportions, unlike the [[Super-Deformed]] characters in (for example) [[Super Mario Bros.]]. |
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* Many such games had their character animation made by [[Rotoscoping]]. |
* Many such games had their character animation made by [[Rotoscoping]]. |
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* Characters cannot instantly stop moving or instantly accelerate to their maximum walking/running speed; it takes time for them to decelerate or accelerate. Nor can they make an [[Instant 180 Degree Turn]]. |
* Characters cannot instantly stop moving or instantly accelerate to their maximum walking/running speed; it takes time for them to decelerate or accelerate. Nor can they make an [[Instant 180 Degree Turn]]. |
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* Characters have a maximum [[Jump Physics|jump]] height that is about the same as that of real people, unlike in (again) [[Super Mario Bros]] where characters can jump higher than they are tall. |
* Characters have a maximum [[Jump Physics|jump]] height that is about the same as that of real people, unlike in (again) [[Super Mario Bros.]] where characters can jump higher than they are tall. |
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* [[Not the Fall That Kills You|A sufficiently long fall]] will kill a character. |
* [[Not the Fall That Kills You|A sufficiently long fall]] will kill a character. |
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* Characters cannot [[Jump Physics|change their direction of motion while they are in midair]]. |
* Characters cannot [[Jump Physics|change their direction of motion while they are in midair]]. |
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* Generally use [[Le Parkour]]. |
* Generally use [[Le Parkour]]. |
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{{tropelist}} |
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* [[Trope Maker]]: the original ''[[Prince of Persia]]''. |
* [[Trope Maker]]: the original ''[[Prince of Persia]]''. |
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** The same developer's earlier game ''[[Karateka]]'' featured rotoscoping and similar combat mechanics, but lacked the platforming elements, thus making it more of a [[Beat'Em Up]] or an early [[Fighting Game]]. |
** The same developer's earlier game ''[[Karateka]]'' featured rotoscoping and similar combat mechanics, but lacked the platforming elements, thus making it more of a [[Beat'Em Up]] or an early [[Fighting Game]]. |
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** ''[[Assassin's Creed]]'' takes a lot from the ''Sands of Time'' trilogy, and is made by the same developer. |
** ''[[Assassin's Creed]]'' takes a lot from the ''Sands of Time'' trilogy, and is made by the same developer. |
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* ''[[ |
* ''[[Ico]]''. |
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** ''[[Shadow of the Colossus]]'' |
** ''[[Shadow of the Colossus]]'' |
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* ''[[Another World ( |
* ''[[Another World (video game)|Another World]]'' was particularly notable for its complete lack of on-screen user interface elements during gameplay, and for its use of 2D vector graphics to achieve a much more detailed / less repetitive level design than its contemporaries. |
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** ''[[Heart of Darkness ( |
** ''[[Heart of Darkness (video game)|Heart of Darkness]]'', by the same developer. |
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** ''Heart of the Alien'', a sequel to ''Another World'' that wasn't by the original developer. Many fans of the original treat it as [[Fanon Discontinuity]]. |
** ''Heart of the Alien'', a sequel to ''Another World'' that wasn't by the original developer. Many fans of the original treat it as [[Fanon Discontinuity]]. |
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* ''[[ |
* ''[[Flashback]]'', frequently considered a [[Spiritual Successor]] to ''Another World''. |
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** ''Fade to Black'', a 3D sequel to ''Flashback'' |
** ''Fade to Black'', a 3D sequel to ''Flashback'' |
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* ''[[Blackthorne]]'', which also includes some elements of graphical [[Adventure Game|adventure games]], such as an item inventory system. |
* ''[[Blackthorne]]'', which also includes some elements of graphical [[Adventure Game|adventure games]], such as an item inventory system. |
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* The first two ''[[Oddworld]]'' games. Your main character can't even directly harm anything. |
* The first two ''[[Oddworld]]'' games. Your main character can't even directly harm anything. |
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* The ''[[Tomb Raider]]'' series, although it uses a 3D third-person perspective, has similar gameplay. |
* The ''[[Tomb Raider]]'' series, although it uses a 3D third-person perspective, has similar gameplay. |
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* ''[[ |
* ''[[Mirror's Edge]]'', one of the biggest games to try this in a first-person viewpoint. |
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* ''[[Wet]]'' combines cinematic platforming with [[Third-Person Shooter]] action. |
* ''[[Wet]]'' combines cinematic platforming with [[Third-Person Shooter]] action. |
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* ''[[Uncharted]]''. Maybe the most "cinematic" game series ever made. |
* ''[[Uncharted]]''. Maybe the most "cinematic" game series ever made. |
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* ''[[Enslaved |
* ''[[Enslaved: Odyssey to the West]]'' |
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* ''[[Tintin |
* ''[[Tintin]] in Tibet'' was [[Infogrames]]' attempt at this. It didn't go as well as their more classic platformers like ''The Smurfs''. |
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* ''Nosferatu'' on the SNES fits the majority of the criteria of this. |
* ''Nosferatu'' on the SNES fits the majority of the criteria of this. |
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